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Legends of the Ancient World presents
Orcs of the High Mountains
Story by Jerry Meyer Jr. Copyright(C) 2012 Dark City Games
Entries The adventure comprises a series of numbered entries. Do not read the entries sequentially, they are intentionally scrambled. As you play, you will be directed to the different numbered entries. Options While reading an entry, you will find options directly followed by numbers in parentheses. If you decide to take an option, turn immediately to the corresponding entry number. Continue playing from that point. Plot Words Occasionally, an upper case word in parentheses follows a sentence or phrase. This indicates that you have now acquired this plot word. Retain all plot words until specifically instructed to discard them. Plot words have an impact on your fate. Game Board Letters correspond to locations on the game board. For example, you may read: “You are at A in a Type III room.” Find the Type III room on the game board and place your characters on "A." If all A hexes are full, place your characters immediately adjacent.
Cover Characters hiding in the space immediately behind cover are 4/DX to hit rather than 3/DX. Characters Players start with four 32-point characters, each with four skill points, two of which can be combat skills. Each character begins with two weapons, or a weapon and a shield, and armor up to leather. Additionally, each character begins with 10 silvers (s), which equate to 10 days of skilled labor. Encounters If you select the attack option, you have initiative. If you select the talk option, decide what to say before continuing. Unless otherwise stated, adversaries fight to the death. Dead adversaries do not rejuvenate upon subsequent visits. Only after all adversaries are defeated can you loot bodies, search or depart through a different entrance than the one used to enter. Checking at Encounters When the party is asked to pass a check at an encounter, the party elects one character. That character has one chance to pass the check, or he fails and the party suffers the consequences. Leaving Characters Behind A party may leave companions behind, but upon returning to that entry, roll one die. On a one or
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The shaman Snargfist stands next to the cauldron. while his bodyguard Moak picks an axe up from the butcher block. It weighs 12 kg and is not worth much. Even in the darkness you can see long scratch marks along the walls as if someone resisted being dragged off. cloth 1/1. Everyone in town is afraid of the Orcs so no one will go after his niece. A small chest sits in the corner. Aspur the Luprian (003). you must hire the local tracker. Salmanno. you uncover a secret cubby holding rough notes and a few noteworthy sketches. If you win. stirring some foul brew. wizard’ staff D6-1. • Snargfist (X): ST11 DX14(13) IQ10. A large cauldron sits simmering in the center of the room.DarkCityGames. a large. next to a pile of rags and pillows. he does 2D6-2 damage. they find a brief tale of how the elder dragon Orm-Umbar escaped from imprisonment and captured Pyrus the summoner (008). open the chest (015). so you accept. 005 Carefully picking your way around the room. But then again. others on sheepskin--or what appears to be skin. tiny dragons appear to fly about (024). Begin Go to 001 and begin. never to be heard from again. He hits by passing 3/IQ. The cauldron at W and the butcher block at Y give anyone standing behind them +1 point of Armor vs.com . missile weapons as they use the large objects for cover. and 30 upon the safe return of their niece. Aspur the woodsman. You start on or adjacent to the D spaces. It depicts a mountain and at the very top. You can exit north (031) or south (014).Page 2 . Some of the sketches are on paper. as if water hangs in the air. and those taken are never heard from again. 008 You are in the Shaman's room. The couple weeps with gratitude and tells you where to find the tracks leading off into the mountains. 18c. tells you that he went to look for her and found many booted tracks and signs of struggle. Graentel. Otherwise the companion is gone. under a smoke-hole in the ceiling. There are 10c to a 1s. 003 Though he is reluctant. though he will insist on 15s for his service. They have been kidnapping people. of course. And. which is more of a bar than a coin. A stone butcher block sits next to the cauldron. including a torn piece of Graentel’s kerchief.Legends of the Ancient World . irregular room with cave entrances on the east and north walls. After you purchase some food and drink for the weeklong journey ahead. You have stopped in the small village of Leaf’s Hill to resupply before attempting the long trek through Rockhail Pass. but with a different texture (008). Gold Royals (r). 002 You are in a long tunnel that slopes downwards about 20 yards from south to north. He and his wife are not wealthy. the companion is still there in the same condition as before.Orcs of the High Mountains two. but they can muster 50s if you will rescue their niece. 006 As you saunter up to the caves. They are wringing their hands and have the look of desperation on their faces. an elderly couple approaches. some people just like having a gong (031). Deduct the money from reserve and follow the scout to the caves of the Orcs (025). The can afford to pay you 20 up front. 001 You have been traveling for two days through the foothills of the High Mountains after leaving the city-state of Cretia. If anyone has LITERACY in the Common Tongue. Snargfist is at X and Moak is at Z. 004 You look carefully along the platform. 10s to a 1g. you can examine the spell book (012). silver pieces (s). search the room (005). Unless you have TRACKING (017). and 20g to 1r. Currency Money is denominated into copper pieces (c). you. spell book. Snargfist shoots a "magic fist" spell at one opponent per turn. They explain that they’re worried about their niece. if he hits. or on passing 3/IQ. Time The entire adventure takes place over the course of a single day. You find a belt pouch with 15c and 3s. gold pieces (g) and occasionally. 007 Looking up. You have initiative. who went out yesterday to pick wild flowers and has not been seen since. there is the gong. you find a faint drawing high on the wall. covered in cutting implements. 3s. a Luprian scout. will agree to track the Orcs for www. You feel compassion for the couple. The lower north end of the tunnel smells damp. blood and bits of flesh that are best left unidentified. the old man. You can also exit north (018) or east (014). three Orcs stand up from behind the bushes and attack—the Orcs have initiative (021). He is certain that a tribe of mountain Orcs have taken her.
sickly bushes. and your lives. seem to recall that this symbol has some sort of • Goblin (U): ST10 DX13 IQ9. a large room of cover the floor. A bed rests against the east wall. 3s. two Orcs and two goblin archers likewise. have the codeword MANACLE (021). As you draw 017 the sword from its scabbard. you can exit (024) or attack (035). there seems to be a worn path leading to does 2D6+2 and requires ST12 to wield (035). You decide to pocket the treasure Lock Picking. north (002). 4s. search the furs and bedding In a dark corner. to leave now and forget about the girl and stand up and prepare to attack. 41s. and a codeword BIGKEY. chair.Page 3 . 1g. burned in strange but curious patterns. and west. 011 You find a gleaming broadsword. As east.DarkCityGames. Up fine blade indeed. the largest cave opening. brush off some www. shortsword 2D6-1. go to (037). west (008). the magnificent You follow the tracks to a cave located in a blade glows with an intense blue light. exit to the west initiative. One character checks 3/IQ. It close. almost unnoticeable. V and S. However. Candles and lanterns light the room. a rough-looking man rises from his the hanging vines covering the exit to the south. You dagger D6. • Orc (V): ST14 DX10(9) IQ8. If the heroes have the 010 The chest yields 30c. bow D6. you see leather 2/2. and he passes go to (016). Casting each A crude door and lock block the opening. He smiles and offers you 100s. If not. and magical one to boot. This is a ravine at the edge of the High Mountains.Orcs of the High Mountains • Moak (Z): ST15 DX12(9) IQ9. Clay pots filled with lit oil and gear are strewn against the walls. 3s. or if anyone erased from the book once it is cast (008). tell that the gems are worth 60s each. cloth 1/1. javelin significance. 16c. Dark a table with 3 mismatched chairs dominates the openings in the cave walls lead to tunnels north. but the memory is hazy at best. occupied by three figures.com . 3 gems. the chest weighs 4 kg and may be (008). center of the room.Legends of the Ancient World . chainmail 3/3. you spot movement READ SORCERER’S TONGUE. 009 As you look across the rocky entrance. 12c. The Orcs are at the Orc bandits. Shadow. 10c. and old furs 014 You are in the entrance cave. The entryway opens into a well-furnished cave. You have You can take his offer (032). 020 or on passing 3/IQ. • Orc (S): ST13 DX11(9) IQ8. If one hero has vial of liquid. Sparse trees. mace 1D6+2. they have not yet seen you. You pick it up. motioning to the other seated figures to do As you enter. bow D6. while sunlight filters in through you enter. 1s. they can carried (008). cloth 1/1. the party can break the door down (029). east (024). lies an (026). A magic user with IQ12 or better caves and go to (006). If anyone has As you approach the caves. and a long straw provide just enough light to make out the chain connects a frightened looking girl to the piles of dirty furs and discarded rags that make north wall. Magic Fist. south (021). If the spell in this way incurs no fatigue. odd-shaped lump. You do 019 not get a good feeling about the bones (031). 015 The chest is locked. The goblins are at Z and U. 12c. approaching the caves. otherwise. If all enemies are defeated. and up the bedding for the Orc bandits. obviously waiting to ambush anyone which will heal 1D6+1 ST (008). Three Orcs lazily lie that the vial is a Demeran rejuvenation potion about. Otherwise. or search the rest of the room (023). battleaxe 3D6. 22c. If spells he knows: Fire. and piles of rocks and debris surround 012 Snargfist’s spell book contains copies of the 4 the largest cave. but the spell is party has the codeword BIGKEY. and other uneven stone. go to (010). They may 016 be sold in town when you return. backpacks. a rough sketch of a fist grabbing a pair of • Goblin (Z): ST10 DX11(10) IQ9. has LOCKPICKING. Clothing. You D6. and Sorcerer’s Tongue may cast the spells from 018 this book as if they were scrolls. 4s. If anyone has RECOGNIZE VALUE. or give up and go 013 The clean white bones have mysterious runes elsewhere (008). they can tell among the piles of debris. manacles scribbled next to the opening. approach the Drop Weapon. You have initiative (021). You begin on or adjacent to A. he can open the chest (010).
Aspur points in the leather 2/2. If you break it down go to (037). Sparse trees. enter the caves to investigate. Shards of old and new clothing hang from defeat the Orcs. then makes a hasty shortsword 2D6-1. short are also maps of the surrounding area and sword 2D6-1. attempt to bash it in by attacking it with weapons. 3s. coast of a village named "Seaside. F. spaces. retreat. leather 2/2. The three Orcs are near the that the vials are Demeran rejuvenation potions. Inside a box are 35c. you see movement under the surface. You think passing 3/IQ. Buried under the sacks is Snargfist’s treasure morningstar 2d6+1. it cracks and can sell it for 5s (014). place your characters adjacent to the C 024 You are in a tunnel running east and west. Each of the Orcs will 027 shoot/throw missile weapons for one turn before You look over the edge of the stone platform. cloth 1/1. Moving through them points ST for one character (014). edge of the High Mountains. If you below. 2 javelins D6. bow 1D6. 15c. bow 1D6. All other lettered Each one instantly heals no more than 1D6+1 spaces are piles of rubble. empty eye sockets. you suddenly find yourself peering into the vacant stare of otherwise.Page 4 . and enter the cave entrance to the north (014) or splatters of black blood stain the rocks. leather neck chain. 1s. 2s. changing weapons and then charging. lettering.DarkCityGames. 2s. and piles of rocks and debris surround the largest cave. cave entrance at E. the You come across an old beaten map on stained maps will be worth 10s when the heroes return to paper. To resolve this battle. direction of the largest cave opening. The Orc caves are located in a ravine at the • Orc2 (D): ST13 DX11(9) IQ9. The cave or reads SORCERERS TONGUE you discern entrance is at C. What sits before you is a human skull. • Orc1 (D): ST12 DX12(10) IQ9. east (019) or west (014). leather 2/2. You have initiative. search the tunnel (020). crossbow 2D6. 021 You are in a field outside of a cave. However. 12c. hoard. tells you • Orc3 (D): ST12 DX11(9) IQ9. connected with a The door is crude. 14c. and a finely crafted key emerges 026 in the shape of an Oak leaf (024). One 030 character checks 3/IQ. sickly bushes. If you survive you may continue to attack the or you can depart through the opening on the door. 2s. On passing 3/IQ. 24s. you uncover a leather pouch importance." you now have a talisman that On a 1 or 2. Searching through the assorted rags and piles At one time. 1D6+2. When you return to town. feathered hats. 4c. Roll 1D6 each turn. otherwise return to (018). The 3 Orcs enter on or adjacent to the D Despite being somewhat dim. that the tracks lead there. you When the door is out of ST. The door has 20 ST and an armor of 3. approach the caves and go to (006). 4s. uses an extra MA per hex. While the hats are 022 of no real value (though they are impressive). 023 Up to two party members per turn may attack the You find a nicely made silver talisman on a door. you can and the butcher block is at Y. you may loot the bodies and sharp rocks by the base of the platform. Keep in mind. There • Orc (G): ST11 DX14(12) IQ10. The heroes can dotted line (035). More unsettling is the fact that the www. but quickly • Orc (E): ST12 DX11(10) IQ10. 028 • Orc (F): ST14 DX10(9) IQ9. 15c. this key seem to have been of of disgusting furs. and 2g. the cauldron is still at W the rest of the caves. The map portrays a large island off the town (037).Orcs of the High Mountains dirt and grime. shortsword 025 2D6-1.Legends of the Ancient World . and G. that seems no longer to be with two vials of liquid labeled with strange the case. they will let you flee. You pocket the vials for sale when you return to town (014). mace pull yourself back (031). Orc hunters will hear the noise and works in the mountain (014). spear D6+2. examine the walls (007). several large. it is cleaner than spaces. cloth 1/1.com . search the cave entrance (009). leather 2/2. collapses. Although peering into the deep black water several feet they are guards. As you look through the shelves. but sturdy. If you have the Dark City Games adventure This will make a lot of noise. on or If one of the characters has the ALCHEMY skill adjacent to the spaces marked A. 6c." Next to the 029 large island is a small island. If he passes go to (016). "Crown of Kings.
100s. The kraken is a monster search the platform (004). "Cleaned" tissue search the table (022). • Grim (Z): ST11 DX13(11) IQ11. In the distance. battleaxe 3D6. only rather than attacking. its head is in the water at W. he 035 immediately submerges. assorted character fails. the victim. the platform (027). The first column one space to the head. 40c. www. You can (including B. 14cs. 034 A sheet of paper on the table catches your eye. the air (037). with that feeble illumination. you can see that the • Throng (X): ST15 DX11(9) IQ9. Tentacles can be attacked and a table at W. followed by Grim not attached to his body. You can take the turn both on land and in the water. then character falls in. indicating movement out platform. hundred feet to the north. all others are water hexes only other fixture here is a large gong. The kraken have the initiative. still clings to it and the odor of death is heavy in or on passing 3/IQ. you see the tentacle checks 3/DX to drag the character that the page is some sort of list. Graentel on its merry way. chainmail must roll nine (12-3=9) or less to 033 successfully swim one space. Grim the Man is at Z. Several large enormous cave kraken attacks anyone on the ripples can be seen. search the platform (004). 3s. shortsword underground chamber. Characters in the water are in trouble. If you survive. has more. weight. the second column gender. the Kraken is the species. beaked head. The spaces are solid. about 10 feet from the platform. and you would never be able the lightly shaded hexes extending from the A to swim to the far side of the lake. he immediate drops everything bawls as you leave the room. x 15' stone platform extends out into the lake 036 from the entryway. You may also exit to the West (024) or return to town (040). do a thorough search (011). 22c. For example. Each tentacle is protected by rubbery the Orc is at X and Gospit the goblin is at Y. leather 2/2. C and D).com . Big Key pots directly to either side of the door. but there is easier food to find) (004). skin At the top of the sheet there is an icon of a fist 2/0. • Cave Kraken: ST22 DX11 IQ5. then hopes to drag a victim into its head space where the Kraken will attack with its beak and try to eat age. but assuring he would ever wear. drowns. A character garments emerge that certainly belonged to who can swim can spend one turn taking off his different people. They are items that no Orc gear (it sinks and is lost forever). if it exists. You can re-enter the cave (014) or armor or clothes who can swim must pass 3/ST leave the helpless girl to a hideous doom and minus the restriction of the armor he is wearing.Legends of the Ancient World . leaving the party to go You are in or adjacent to the B spaces. Some garments betray a will not have to take further swim checks.Page 5 . Any splattering of blood. a character with ST12 wearing return to town (039). If the Kraken gets a meal. look along the walls (033). Gospit will throw 3 javelins. water can be Suddenly an enormous tentacle rises out of the heard slowly dripping from the ceiling into the water. page and sell it in town for 5s (038). Characters with and his bodyguards. 031 You are on a stone platform in a large.Orcs of the High Mountains skull seems somewhat fresh. gleefully climb one space to shore). It stretches out for well over a daggers D6. 4 javelins given off from the pots. (It can search the room and free the girl (038). If you win the encounter. Each time a In the piles of gear and clothing. others are torn or appear to character reaching ST0 falls unconscious and have been used to bind a victim (035). or exit The Kraken has initiative. The water is You are on or adjacent to the A spaces. He escorts you to the cave SWIMMING skill can swim one space per turn (or entrance and gives you your money. but even (BIGKEY). Only unfathomably deep. you can back up the tunnel (002). There is a bed at C until its head is slain. cavern is huge. Any character wearing smirking. The girl whimpers. There are only a few lit oil 2D6-1. beak 3D6. look over the edge of with a 5 hex reach. you will retreat if it loses all three attack tentacles. Ultimately. leather 2/2. The majority of the D6. Each tentacle grapples one target. and only a small. condition and price (038). 4s. You skin 2/0 and is severed after 9 hits. If anyone reads COMMON TONGUE. The kraken can attack up to 3 targets per holding a pair of manacles. he takes D6 fatigue. 20' saving the last for melee combat. sinking slowly to the bottom of the lake before he is torn apart and eaten by the Kraken. The kraken will not be killed is chained to the wall at C. An enormous underground lake. chamber is filled with water. When a 032 You agree to his offer. ring the gong (036). Throng individually. followed by a hideous.DarkCityGames. cloth 1/1. well beyond the light • Gospit (Y): ST10 DX12(11) IQ11.
if the characters take the potions into further adventures. She tells you that Grim's BIGKEY will open her manacles. After all. though she will defend herself if attacked. After this emotional reunion. these brave heroes are obviously powerful enough to clear the caves. However.com . who weep with joy. potions. if the heroes returned Graentel back to her family alive. and 5g. you can search the shelves (030). For the rest of the week. this will not come into play during Orcs of the High Mountains. you enter a small room filled with sacks and broken boxes. However. Each character is given a shirt and trousers of fine cotton fabric. If you have the codeword MANACLE go to (034). then the effects may become important. The heroes will receive XP as normal. though they do have one side effect. Graentel will not enter combat under any conditions. exit to the west (024) or return to town (040). doesn't quite know whether to weep with joy or cringe in fear. Each potion will allow a character to raise one stat of their choice by +1 for one encounter. 038 Graentel. you can sell any treasure you acquired in the caves to the town merchants. Hugs and kisses are exchanged. A horrible rotting stench hangs in the air. and torn uniforms. she clings to her rescuers and will follow where they go. In the event that her skills are useful to the party. but gets a handle on herself.Page 6 . uncle Salmanno turns to the heroes and hands them a small pouch containing 30s. After a week of rest and relaxation. Unidentified items such as spell books. she will do her best to aid them. and the like may be sold for 5s each. Graentel is scared and would like to leave the caves as quickly as possible. the characters are treated like the heroes that they are.Legends of the Ancient World . The other two vials contain Assist Potions. A character with ALCHEMY or SORCERERS' TONGUE realizes that the vials contain Elvish Greensalve. and of course the characters will not receive the additional 30s reward. Under Grim's bed you find a chest with 25c. 039 You return to town. Animal Handling+1. the heroes are given free food and lodging. Farming+1. the sacks (028) or exit to the south (008). and you free her. She cries hysterically for a few minutes. the heroes finally decide it is time to leave (END).DarkCityGames. The party quickly packs up its belongings and leaves town before the locals find out what REALLY happened (END). Two vials will instantly heal D6+1 ST per vial. Additionally. END Whether you rescue Graentel or not. she quickly figures out that you are here to save her. www. The farmers wail in agony when they realize that their niece is lost. After 24 hours the user must sleep for 12 hours for EACH rejuvenation potion imbibed during the previous 24-hour period. • Graentel: ST9 DX11 IQ10. old rags. As this adventure lasts less than 24 hours.Orcs of the High Mountains 037 With the door no longer blocking the entrance. A note on using Demeran rejuvenation potions: Demeran rejuvenation potions are common throughout the land. gongs. and the heroes find themselves hugged if they stand too close. and each receives a leather rain cloak as well. Most hold food of questionable origin. and every night they are toasted at the inn. 20s. they each receive an additional XP. Armor and weapons looted from bodies are worth 10s each. On passing 3/IQ. There are also four vials with writing on them. She runs to her family. As word of the defeat of the Orc raiders spreads through town. However. 040 The heroes return to Leaf’s Hill with Graentel in tow. You can search the table (022). petrified with fear after just witnessing the killing of Grim and his Orcs.
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